Add large room lanmola boss code

This commit is contained in:
scawful
2023-10-07 19:28:01 -04:00
parent 2e0a21ed0a
commit fda5f22481
3 changed files with 975 additions and 2 deletions

636
Dungeons/Lanmola.asm Normal file
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@@ -0,0 +1,636 @@
; ==============================================================================\
; RAM used
;$35-$37 as some temp draw ram
;$70 lanmola kill count
;$7EEA00-$7EEAB8 draw table storage
;$7EEAB8-$7EEAC9 room cleared flags
; ==============================================================================
; Hooks
org $05AB93
Sprite2_CheckDamage:
org $05F955
Sprite2_CheckIfActivePermissive:
org $05FA2E
Sprite2_MoveAltitude:
org $05F9ED
Sprite2_Move:
org $068F95 ; skip SpritePrep_Bosses
NOP : NOP : NOP
;JSR $8F1C ; original JSR
JSL Lanmola_FinishInitialization
org $05B60E
dw Sprite_Lanmola
org $1AF9D6
JSL SetShrapnelTimer
org $1AF981
Lanmola_SpawnShrapnel:
org $1DF614
Sprite_ConvertVelocityToAngle:
org $05A377 ;replace vanilla sprite_lanmola.asm
; ==============================================================================
Lanmola_FinishInitialization:
{
PHB : PHK : PLB
LDA.l .starting_delay, X : STA $0DF0, X
LDA.b #$FF : STA $0F70, X
PHX
LDY.b #$3F
LDA $7EEA00, X : TAX ;.sprite_regions
LDA.b #$FF
.reset_extended_sprites
STA $7FFE00, X
INX
DEY : BPL .reset_extended_sprites
PLX
LDA.b #$07 : STA $7FF81E, X
JSL Sprite_Lanmola_Init_DataLONG
PLB
RTL
.starting_delay
db $80, $CF, $FF, $60
}
; ==============================================================================
print pc
Sprite_Lanmola:
{
;JSR Sprite2_CheckIfActivePermissive
LDA $0D80, X
JSL UseImplicitRegIndexedLocalJumpTable
dw Lanmola_Wait ;0x00
dw Lanmola_Mound ;0x01
dw Lanmola_Fly ;0x02
dw Lanmola_Dive ;0x03
dw Lanmola_Reset ;0x04
dw Lanmola_Death ;0x05
}
; ==============================================================================
Lanmola_Wait: ;0x00
{
JSR Lanmola_Draw
LDA $0DF0, X : BNE .delay ; ORA $0F00, X :
LDA.b #$7F : STA $0DF0, X
INC $0D80, X
;Play rumbling sound
LDA.b #$35 : JSL Sound_SetSfx2PanLong
.delay
RTS
}
; ==============================================================================
Lanmola_Mound: ;0x01
{
JSL Lanmola_MoveSegment
JSR Lanmola_DrawMound
JSL CheckIfActive : BCS Lanmola_Wait_delay
LDA $0DF0, X : BNE .return
JSL Lanmola_SpawnShrapnel
LDA.b #$13 : STA $012D
TXY
JSL GetRandomInt : AND.b #$07 : TAX
LDA $7EEAA8, X : STA $0DA0, Y ; Get random X pos to have the lanmola fly to. ;.randXPos
JSL GetRandomInt : AND.b #$07 : TAX
LDA $7EEAB0, X : STA $0DB0, Y ; Get random Y pos to have the lanmola fly to. ;.randYPos
TYX
INC $0D80, X
LDA.b #$18 : STA $0F80, X
STZ $0EC0, X
STZ $0ED0, X
; ALTERNATE ENTRY POINT
.Lanmola_SetScatterSandPosition
LDA $0D30, X : STA $0DC0, X
LDA $0D20, X : STA $0EB0, X
LDA $0D10, X : STA $0DE0, X
LDA $0D00, X : STA $0E70, X
LDA.b #$4A : STA $0E00, X
.return
RTS
}
; ==============================================================================
Lanmola_Fly: ;0x02
{
JSR Lanmola_Draw
JSL Lanmola_DrawDirtLONG
JSL CheckIfActive : BCS Lanmola_Mound_return
JSR Sprite2_CheckDamage
JSR Sprite2_MoveAltitude
; Slowly decrease the Y speed when first coming out of the ground
LDA $0EC0, X : BNE .notRising
LDA $0F80, X : SEC : SBC.b #$01 : STA $0F80, X : BNE .beta
INC $0EC0, X
.beta
BRA .dontSwitchDirections
.notRising
; Use the Y speed to bob up and down
LDA $1A : AND.b #$01 : BNE .dontSwitchDirections ; Every other frame.
TXY
LDA $0ED0, X : AND.b #$01 : TAX
LDA $0F80, Y : CLC : ADC $7EEA9C, X : STA $0F80, Y : CMP $7EEA9E, X : BNE .dontSwitchDirections2 ;.y_speed_slope ;.y_speeds
TYX : INC $0ED0, X ; Switch direction
.dontSwitchDirections2
TYX
.dontSwitchDirections
LDA $0DA0, X : STA $04
LDA $0D30, X : STA $05
LDA $0DB0, X : STA $06
LDA $0D20, X : STA $07
LDA $0D10, X : STA $00
LDA $0D30, X : STA $01
LDA $0D00, X : STA $02
LDA $0D20, X : STA $03
REP #$20
; If our position is 0x0002 away from the random X and Y pos we chose earlier go to the next stage.
LDA $00 : SEC : SBC $04 : CLC : ADC.w #$0002 : CMP.w #$0004 : BCS .notCloseEnough
LDA $02 : SEC : SBC $06 : CLC : ADC.w #$0002 : CMP.w #$0004 : SEP #$20 : BCS .notCloseEnough
INC $0D80, X
.notCloseEnough
SEP #$20
LDA.b #$0A
JSL Sprite_ProjectSpeedTowardsEntityLong
LDA $00 : STA $0D40, X
LDA $01 : STA $0D50, X
JSR Sprite2_Move
.return
RTS
}
; ==============================================================================
Lanmola_Dive: ;0x03
{
JSR Lanmola_Draw
JSL Lanmola_DrawDirtLONG
JSL CheckIfActive : BCS Lanmola_Fly_return
JSR Sprite2_CheckDamage
JSR Sprite2_Move
JSR Sprite2_MoveAltitude
LDA $0F80, X : CMP.b #$EC : BMI .alpha
SEC : SBC.b #$01 : STA $0F80, X
.alpha
; If we are under the ground go to the reset stage
LDA $0F70, X : BPL .notUnderGroundYet
INC $0D80, X
LDA.b #$80 : STA $0DF0, X
JSR Lanmola_Mound_Lanmola_SetScatterSandPosition
.notUnderGroundYet
RTS
}
; ==============================================================================
Lanmola_Reset: ;0x04
{
JSR Lanmola_Draw
JSL Lanmola_DrawDirtLONG
JSL CheckIfActive : BCS Lanmola_Dive_notUnderGroundYet
LDA $0DF0, X : BNE .wait
STZ $0D80, X ; Go back to wait phase
TXY
JSL GetRandomInt : AND.b #$07 : TAX
LDA $7EEAA8, X : STA $0D10, Y ; Get random X pos to have the lanmola fly to. ;.randXPos
JSL GetRandomInt : AND.b #$07 : TAX
LDA $7EEAB0, X : STA $0D00, Y ; Get random Y pos to have the lanmola fly to. ;.randYPos
TYX
.wait
RTS
}
; ==============================================================================
Lanmola_Death: ;0x05
{
JSR Lanmola_Draw
LDA $0DF0, X : BNE .timerNotDone
STZ $0DD0, X
; Y is the index where we write in RAM
PHX ; keep X
TYX ; Since we'll need X for long we move Y in X
LDA $7EEAB8, X : ORA $00 : STA $7EEAB8, X
PLX ; pull back x because sprite will crash otherwise even if it's dying...
; There can only be 4 so we only need to check for 4
PHX : LDX.b #$03
.next_sprite
LDA $0E20, X : CMP.b #$54 : BNE .notLanmola
LDA $0DD0, X : BNE .oneIsntDead
.notLanmola
DEX : BPL .next_sprite
TYX : LDA.b #$0F : STA $7EEAB8, X
LDA.b #$1A : STA $012F
.oneIsntDead
PLX
.timerNotDone
LDA $0DF0, X : CMP.b #$20 : BCC Lanmola_Reset_wait
CMP.b #$A0 : BCS Lanmola_Reset_wait
AND.b #$0F : BNE Lanmola_Reset_wait
TXY
LDA $7FF81E, X : TAX
LDA $0E80, Y : SEC : SBC $7EEAA0, X ;.dataDeath
PHY : TXY : PLX
AND.b #$3F : CLC : ADC $7EEA00, X : PHX : TAX ;.sprite_regions
LDA $7FFC00, X : STA $0A
LDA $7EE800, X : STA $0B
LDA $7FFD00, X : SEC : SBC $7FFE00, X : STA $0C
LDA $7EE900, X : STA $0D
REP #$20
LDA $0A : SEC : SBC $E2 : STA $0A
LDA $0C : SEC : SBC $E8 : STA $0C
SEP #$20
PLX
; Spawn a sprite that instantly dies as a boss explosion.
LDA.b #$00 : JSL Sprite_SpawnDynamically : BMI .spawn_failed
LDA.b #$0B : STA $0AAA
LDA.b #$04 : STA $0DD0, Y
LDA.b #$1F : STA $0DF0, Y : STA $0D90, Y
LDA $0A : STA $0D10, Y
LDA $0B : STA $0D30, Y
LDA $0C : STA $0D00, Y
LDA $0D : STA $0D20, Y
LDA.b #$03 : STA $0E40, Y
LDA.b #$0C : STA $0F50, Y
LDA.b #$0C : JSL Sound_SetSfx2PanLong
LDA $7FF81E, X : BMI .beta
DEC A : STA $7FF81E, X
.beta
.spawn_failed
.return
RTS
}
; ==============================================================================
Lanmola_Draw:
{
JSL Lanmola_MoveSegment
LDA $0B89, X : STA $03
LDA $7FF81E, X : BPL .beta
RTS
.beta
PHX
STA $0F
LDA $0D40, X : ASL A : ROL A : AND.b #$01 : TAX
LDA $7EEA06, X : STA $0C ;.data2
LDA $7EEA04, X : TAY ;.data1
LDX $0F
.loopBody
PHX : STX $0D
LDA $02 : CLC : ADC $04 : TAX
LDA $02 : SEC : SBC.b #$08 : AND.b #$3F : STA $02
LDA $7FFC00, X : STA $0A
LDA $7EE800, X : STA $0B
LDA $7FFD00, X : STA $08
LDA $7EE900, X : STA $09
LDA $7FFE00, X : STA $05
PHX
TYA : CLC : ADC.b #$20 : TAX
REP #$20
LDA $0A : SEC : SBC $E2 : STA ($90), Y ;Body X byte
STZ $37
BPL .notNegative
INC $37
.notNegative
PHY : TXY : PLX
STA ($90), Y ;Shadow X byte
PHY : TXY : PLX
INY : INX
CLC : ADC.w #$0040 : CMP.w #$0140 : SEP #$20 : BCS .out_of_boundsX
LDA $05 : BMI .out_of_boundsX
STA $06 : STZ $07
REP #$20
LDA $08 : SEC : SBC $06 : SEC : SBC $E8 : STA ($90), Y ;Body Y byte
CLC : ADC.w #$0010 : CMP.w #$0100
BCC .on_screen_y1
SEP #$20
LDA.b #$F0 : STA ($90), Y ;Body offscreen Y Byte
REP #$20
.on_screen_y1
PHY : TXY : PLX
LDA $08 : CLC : ADC.w #$000A : SEC : SBC $E8 : STA ($90), Y ;Shadow Y byte
CLC : ADC.w #$0010 : CMP.w #$0100
SEP #$20
PHY : TXY : PLX
BCC .on_screen_y2
PHY : TXY : PLX
LDA.b #$F0 : STA ($90), Y ;Shadow offscreen Y Byte
PHY : TXY : PLX
.on_screen_y2
BRA .skip
.out_of_boundsX
LDA.b #$F0 : STA ($90), Y ;Body offscreen Y Byte
PHY : TXY : PLX
LDA.b #$F0 : STA ($90), Y ;Shadow offscreen Y Byte
PHY : TXY : PLX
.skip
PLX
PHY
LDA $7FFF00, X : TAX
LDY $0D
LDA $0F : CMP.b #$07 : BNE .dontDrawTail
CPY.b #$00 : BNE .dontDrawTail
LDA $7EEA18, X ;.chrTail
BRA .notHead
.dontDrawTail
LDA.b #$C6
CPY $0F : BNE .notHead
LDA $7EEA08, X ;.chrHead
.notHead
PLY : INY : STA ($90), Y ;Body chr
PHY
TYA : CLC : ADC.b #$20 : TAY
LDA.b #$6C : STA ($90), Y ;Shadow chr
LDA.b #$36 : INY : STA ($90), Y ;Shadow properties
PLY
INY
LDA $7EEA28, X : ORA $03 : STA ($90), Y ;Body properties ;.propertiesBody
TYA : PHY : LSR #2 : TAY
CLC : ADC.b #$08 : TAX
LDA.b #$02 : ORA $37 : STA ($92), Y ;Body size and extra X bit
PHY : TXY : PLX : STA ($92), Y ;Shadow size and extra X bit
PLA : CLC : ADC $0C : TAY
PLX : DEX : BMI .bodyDone
JMP .loopBody
.bodyDone
PLX
RTS
}
; ==============================================================================
Lanmola_DrawMound:
{
LDA.b #$04 : JSL OAM_AllocateFromRegionB
PHX
LDA $0DF0, X : LSR #3 : TAX
LDA $7EEA54, X : TAX ;.frameMound
LDY.b #$00
REP #$20
LDA $0FDA : SEC : SBC $E8 : STA $02
LDA $0FD8 : SEC : SBC $E2 : STA ($90), Y
STZ $37
BPL .notNegative
INC $37
.notNegative
INY
CLC : ADC.w #$0040 : CMP.w #$0140 : BCS .out_of_boundsx
LDA $02 : STA ($90), Y
CLC : ADC.w #$0010 : CMP.w #$0100
BCC .on_screen_y
.out_of_boundsx
LDA.w #$00F0 : STA ($90), Y
.on_screen_y
SEP #$20
LDA $7EEA48, X : INY : STA ($90), Y ;.chrMound
LDA $7EEA4E, X : INY : STA ($90), Y ;.propertiesMound
TYA : LSR #2 : TAY
LDA.b #$02 : ORA $37 : STA ($92), Y ;.sizesMound
PLX
RTS
}
; ==============================================================================
warnpc $05A880
; ==============================================================================
org $1DCFCB
Sprite_Shrapnel:
{
; This sprite manifests as a boulder outdoors, and as shrapnel indoors.
LDA $1B : BEQ $5B ;Boulder_Main
; Check if we can draw.
LDA $0FC6 : CMP.b #$03 : BCS .invalid_gfx_loaded
JSL $06DBF8 ;Sprite_PrepAndDrawSingleSmallLong
.invalid_gfx_loaded
;JSR $E8A2 ;Sprite4_CheckIfActive
JSL CheckIfActive : BCC .active
RTS
.active
LDA $1A : ASL #2 : AND.b #$C0 : STA $0F50, X ; : ORA.b #$00
JSR $E948 ;Sprite4_MoveXyz
TXA : EOR $1A : AND.b #$03 : BNE .noTileCollision
REP #$20
LDA $0FD8 : SEC : SBC $22 : CLC : ADC.w #$0004
CMP.w #$0010 : BCS .player_not_close
LDA $0FDA : SEC : SBC $20 : CLC : ADC.w #$FFFC
CMP.w #$000C : BCS .player_not_close
SEP #$20
JSL $06F41F ;Sprite_AttemptDamageToPlayerPlusRecoilLong
.player_not_close
SEP #$20
;JSR $8094 : BEQ .noTileCollision ;Sprite4_CheckTileCollision
;STZ $0DD0, X
.noTileCollision
LDA $0DF0, X : BNE .timerNotDone
STZ $0DD0, X
.timerNotDone
RTS
}
; ==============================================================================
warnpc $1DD02A

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pullpc
; ==============================================================================
Lanmola_DrawDirtLONG:
{
PHB : PHK : PLB
JSR Lanmola_DrawDirt
PLB
RTL
}
; ==============================================================================
Lanmola_DrawDirt:
{
LDA $0E00, X : BNE .timerNotDone
RTS
.timerNotDone
; Determine weather the dirt should draw in front of or behind the body
; based on its y velocity.
LDA $0D40, X : ASL A : ROL A : ASL A : EOR $0D80, X : AND.b #$02 : BEQ .nu
LDA.b #$08 : JSL OAM_AllocateFromRegionB
BRA .xi
.nu
LDA.b #$08 : JSL OAM_AllocateFromRegionC
.xi
LDY.b #$00
LDA $0E00, X : LSR #2 : AND.b #$03 : EOR.b #$03 : ASL A : STA $06
LDA $0DC0, X : XBA
LDA $0DE0, X
REP #$20 : SEC : SBC $E2 : STA $00 : SEP #$20
STZ $37
BPL .notNegative3
INC $37
.notNegative3
LDA $0EB0, X : XBA
LDA $0E70, X
REP #$20 : SEC : SBC $E8 : STA $02 : SEP #$20
PHX
LDX.b #$01
.dirtLoop
PHX
TXA : CLC : ADC $06 : ASL : TAX
REP #$20
LDA $00 : CLC : ADC $7EEA64, X : STA ($90), Y ;dirt x ;.xDirt
STZ $36
BPL .notNegative4
INC $36
.notNegative4
INY
CLC : ADC.w #$0040 : CMP.w #$0140 : BCS .out_of_bounds3
LDA $02 : CLC : ADC $7EEA74, X : STA ($90), Y ;dirt y ;.yDirt
REP #$20
CLC : ADC.w #$0010 : CMP.w #$0100
SEP #$20
BCC .on_screen_y
.out_of_bounds3
SEP #$20
LDA.b #$F0 : STA ($90), Y
.on_screen_y
TXA : LSR : TAX
LDA $7EEA84, X : INY : STA ($90), Y ;dirt chr ;.chrDirt
LDA $7EEA8C, X : INY : STA ($90), Y ;dirt properties ;.propertiesDirt
PHY
TYA : LSR #2 : TAY
LDA $7EEA94, X : ORA $37 : ORA $36 : STA ($92), Y ;.sizesDirt
PLY : INY
PLX : DEX : BPL .dirtLoop
PLX
RTS
}
; ==============================================================================
Sprite_Lanmola_Init_DataLONG:
{
PHB : PHK : PLB
JSR Sprite_Lanmola_Init_Data
PLB
RTL
}
; ==============================================================================
Sprite_Lanmola_Init_Data:
{
PHX
LDX.b #$00
.loop
LDA .sprite_regions, X : STA $7EEA00, X
INX : CPX.b #$B8 : BCC .loop
PLX
RTS
;$7EEA00
.sprite_regions
db $00, $40, $80, $C0
;$7EEA04
.data1
db $00, $1C
;$7EEA06
.data2
db $01, $F9
;$7EEA08
.chrHead
db $C4, $E2, $C2, $E0, $C0, $E0, $C2, $E2, $C4, $E2, $C2, $E0, $C0, $E0, $C2, $E2
;$7EEA18
.chrTail
db $CC, $E4, $CA, $E6, $C8, $E6, $CA, $E4, $CC, $E4, $CA, $E6, $C8, $E6, $CA, $E4
;$7EEA28
.propertiesBody
db $F3, $F3, $F3, $F3, $B3, $B3, $B3, $B3, $33, $33, $33, $33, $73, $73, $73, $73
;db $C0, $C0, $C0, $C0, $80, $80, $80, $80, $00, $00, $00, $00, $40, $40, $40, $40
; 1 yellow, green, pink
; 3 metroid colors
; 5 ice blue
; 7 red and yellow
; 9 blue and red
; B neon green and yellow
; D silver and yellow
; F yellow and red
;$7EEA38
.oamCoord90
dw $0930, $08F0, $08B0, $0870
;$7EEA40
.oamCoord92
dw $0A6C, $0A5C, $0A4C, $0A3C
;$7EEA48
.chrMound
db $EE, $EE, $EC, $EC, $CE, $CE
;db $EE, $EE, $EC, $EC, $CE, $CE
;$7EEA4E
.propertiesMound
db $39, $79, $39, $79, $39, $79
;db $31, $71, $31, $71, $31, $71
;$7EEA54
.frameMound
db $04, $05, $04, $05, $04, $05, $04, $05
db $04, $03, $02, $01, $01, $01, $00, $00
;$7EEA64
.xDirt
dw $FFF8, $0008, $FFF6, $000A, $FFF0, $0010, $FFE8, $0020
;db $F8, $08, $F6, $0A, $F0, $10, $E8, $20
;$7EEA74
.yDirt
dw $0000, $0000, $FFFF, $FFFF, $FFFF, $FFFF, $0003, $0003
;db $00, $00, $FF, $FF, $FF, $FF, $03, $03
;$7EEA84
.chrDirt
db $E8, $E8, $E8, $E8, $EA, $EA, $EA, $EA
;$7EEA8C
.propertiesDirt
db $39, $79, $39, $79, $39, $79, $39, $79
;db $00, $40, $00, $40, $00, $40, $00, $40
;$7EEA94
.sizesDirt
db $02, $02, $02, $02, $02, $02, $00, $00
;$7EEA9C
.y_speed_slope
db 2, -2
;$7EEA9E
.y_speeds
db $10, $F0
;$7EEAA0
.dataDeath
db 0, 8, 16, 24, 32, 40, 48, 56
;$7EEAA8
.randXPos
db $58, $50, $60, $70, $80, $90, $A0, $98
;$7EEAB0
.randYPos
db $68, $60, $70, $80, $90, $A0, $A8, $B0
;$7EEAB8
.lanmoalKilledState
;7EEACA
}
; ==============================================================================
Lanmola_MoveSegment:
{
PHX
TXA : ASL A : TAX
REP #$20
LDA $7EEA38, X : STA $90 ;.oamCoord90
LDA $7EEA40, X : STA $92 ;.oamCoord92
SEP #$20
PLX
LDA $0D40, X : SEC : SBC $0F80, X : STA $00
LDA $0D50, X : STA $01
JSL Sprite_ConvertVelocityToAngle : STA $0F
LDA $7EEA00, X : STA $04 ;.sprite_regions
PHX
; Store the current position, angle, and hieght of the sprite
; so that we can set the other segments to them later.
LDA $0D30, X : PHA ;high x
LDA $0D20, X : PHA ;high y
LDA $0D10, X : PHA ;lower x
LDA $0D00, X : PHA ;lower y
LDA $0F70, X : PHA ;height
LDA $0F : PHA ;angle
LDA $0E80, X : STA $02 : STA $05
CLC : ADC $04 : TAX
PLA : STA $7FFF00, X ;angle
PLA : STA $7FFE00, X ;height
PLA : STA $7FFD00, X ;lower y
PLA : STA $7FFC00, X ;lower x
PLA : STA $7EE900, X ;high y
PLA : STA $7EE800, X ;high x
PLX
LDA $0DD0, X : CMP.b #$09 : BNE .notActive
LDA $11 : ORA $0FC1 : BNE .notActive
LDA $10 : CMP #$0E : BEQ .notActive
LDA $5D : CMP #$08 : BEQ .notActive ;in medallion cut scene
CMP #$09 : BEQ .notActive ;in medallion cut scene
CMP #$0A : BEQ .notActive ;in medallion cut scene
LDA $05 : INC A : AND.b #$3F : STA $0E80, X
.notActive
RTL
}
; ==============================================================================
SetShrapnelTimer:
{
LDA.b #$40 : STA $0DF0, Y
JSL GetRandomInt ; replaced code
RTL
}
; ==============================================================================
CheckIfActive:
{
SEC
;Check if sprite is active (pause menu, etc...)
LDA $10 : CMP #$0E : BEQ .inMenu
LDA $5D : CMP #$08 : BEQ .inMenu ;in medallion cut scene
CMP #$09 : BEQ .inMenu ;in medallion cut scene
CMP #$0A : BEQ .inMenu ;in medallion cut scene
CLC
.inMenu
RTL
}
; ==============================================================================

View File

@@ -72,7 +72,7 @@ namespace Oracle
incsrc "Overworld/master_sword.asm"
print "End of master_sword.asm ", pc
incsrc "Overworld/custom_gfx.asm"
;incsrc "Overworld/custom_gfx.asm"
print "End of custom_gfx.asm ", pc
incsrc "Overworld/maku_tree.asm"
@@ -112,6 +112,12 @@ namespace Oracle
incsrc "Dungeons/spike_subtype.asm"
print "End of spike_subtype.asm ", pc
incsrc "Dungeons/Lanmola.asm"
print "End of Dungeons/Lanmola.asm ", pc
incsrc "Dungeons/Lanmola_Expanded.asm"
print "End of Dungeons/Lanmola_Expanded.asm ", pc
print ""
; ---------------------------------------------------------
@@ -126,7 +132,7 @@ namespace Oracle
incsrc "Music/dungeon_theme.asm"
print "End of Music/dungeon_theme.asm ", pc
incsrc "Music/entrance_music_fix.asm"
; incsrc "Music/entrance_music_fix.asm"
print ""